PFlow Waterfall with Krakatoa and FumeFX – Part 2| What we’ll do
In this video for 3ds max, we’ll continue working at the waterfall scene done using Particle Flow and Krakatoa.
We’ll take a look at how we can finalize the environment meshes to obtain better water collision. Then we’ll work a little bit more at PFlow setup, adding more turbulence and more particles.
With the final particle setup we’ll move a step forward for Krakatoa rendering parameters, working on particle density, motion blur, matte objects and some tweakings to have something similar to a waterfall. At the end of the video we’ll start preparing the additional mist layer done using FumeFX. Next part will be the final one with this setup, then we’ll move in Realflow to make same scene but with fluid-dynamic simulation.












wow you’re unstopable
and you’re tutorials are very exciting , thank you again and again !
Thanks for your words, we have a lot of things to do
the planned tutorial list is really long and amazing
Welll i couldn`t watch it but the final image looks great..
Thanks, hope you can see it soon !
I preview of the final result would be great
Thanks for suggestion.
Hi, I have a problem with my particles they look like this http://imageshack.us/photo/my-images/192/water0011copy.jpg/
they are to thick, what should I do to make them smaller? Now I have 2 million particles. Thank you for tutorial.
Hi, thanks for posting. It can be due to particle density, try to use a lower value in Krakatoa, it should help
Hi, thanks for tutorial, it’s very helpfull for a newbie like me !! But I have a big problem : How can I do rendering FumeFx particles with Krakatoa render ?
How can I load the simulation’s files from FumeFx in Krakatoa ? I’m lost !!!
On each trial, Krakatoa reminds me an error message : ERR: — Propriété inconnue: “ShadeFire” dans ReferenceTarget:Channel_Data !! I’m going crazy !!
What can I do ?
Hi, thanks to you. Usually you can render FumeFX stuffs in Krakatoa following two ways. You can render it directly activating the “FumeFX” button in the render tab in Krakatoa panels, or you can use PFlow to generate particles following the FumeFX sim, as we done in the Simple Ink simulation tutorial.
amazing..thx for this tute it really help me to understand Krakatoa…i will try this one and will post my result..thx once again..and also w8ing for part-3….
Thanks to you. We are planning a new Waterfall series to make it more complex and realistic….stay tuned for it.
tuned on…
nice work.please keep it continue.my congratulations for u . we are waiting for a surprice.cool tuts.
Thanks, we’ll release a new waterfall tutorial series too, with higher quality output.
hi very nice tutorials, i like to be get one full project of architecural animation starting to end with walkthrough using vray. in that pool animation, tree animation everyting, hoping to will c that tutorial.
thk u very much sir…
Ciao Alessandro
Thank you for your awesome tutorials! They are very helpful.
I have a problem. I have finished two sequence shots. One with a car burnout animation through MR and the other, particles coming off the tires with Krakatoa. I’ve put them in AE and it’s all good, then I remembered I forgot the shadow and reflection of the particles on objects like the ground and the car. How can I achieve this? I’ve searched everywhere. And the only thing I can find is where I have to render the entire animation again through Scanline. Your expert advise would be greatly appreciated. Thank you A!
Thanks Bobby. Talking about your problem, which version of Krakatoa are you using ? Can you show me the actual comped result and the various passes ?
Hey big A!
How’s it going man? Thanks for replying so quickly. It’s very cool.
I am using Krakatoa version 2.0.1.46319
And how can I upload a screenshot so you can see it?
Basically I have a .rpf sequence of the car burnout animation (this was rendered without the particle set up, I set up the particles afterwards) and then in my second render I rendered a png sequence of the particles with Krak. And now I realize I don’t have any shadows and reflections of the particles so when I comp the layers in AE, it’s okay but it’s not realistic enough. I want to strive for perfection like you.